allow_pointer_reload = false;
add("shader", &RenderPass::shprog);
- add("material", static_cast<void (Loader::*)()>(&Loader::material));
- add("material", static_cast<void (Loader::*)(const string &)>(&Loader::material));
+ add("material", &Loader::material_inline);
+ add("material", &Loader::material);
add("texunit", &Loader::texunit);
add("uniforms", &Loader::uniforms);
}
obj.shdata = new ProgramData;
}
-void RenderPass::Loader::material()
+void RenderPass::Loader::material_inline()
{
RefPtr<Material> mat = new Material;
load_sub(*mat);